1.7 – Hey Everybody Games

HEY EVERYBODY!

How do you focus a Ten Person game?

Step right up. Step right up.
I want to ride the roller coaster.
You’re too short to ride this ride.
See the two-headed boy for two dollars.
I’m afraid of clowns.
I ate too much cotton candy.
Where can I buy beer?
I’m on mushrooms.
Don’t miss Smash Mouth at the amphitheater.
Hey, baby, want me to win that whale for you?
I’m pregnant.

We have ten different perspectives. We didn’t build with collective agreement to focus ten players into a One, Two or Three Person scene.

We have ten different perspectives on ten different things. While we’ve expanded the environment of a carnival, we Continue reading

1.8 – More Hey Everybody Games

HEY EVERYBODY! START SOMETHING!

“Hey Everybody” initiations can lead to some pretty stilted scenes wherein the initiator forces the role of facilitator. If you’ve seen improvisational performance, you’ve seen these scenes.

“Ladies and gentlemen, [important person] is ready for your questions.”
“I gathered you all here today because…”
“Class! Class, pay attention (to me).”

Players rush out on stage to support the initiation, but Continue reading

1.9 – Organic Games

ALL TOGETHER NOW

Using To The Ether mechanics we can build a pattern from a progression of personal games, establishing and heightening a scenic game in the pattern’s evolving repetition.

Using Help Desk mechanics, we can establish a pattern out of a scenic game, and repeat that pattern to heighten a personal game or theme.

Using Hey Everybody mechanics, we can develop a pattern from a scene’s disparate personal games, and then heighten all games through that pattern’s evolving repetition.

With these rubric game mechanics in our toolkit, we can confidently navigate any progression of moves. Continue reading

2.0 – “Two Person Scene” Theory

When we whine that we don’t want to do group game work anymore, we ask, “Can we just do some two person scenes?” We want to breathe. And we equate two person scene with time to breathe up top.” There’re just two of us; there’s less impetus to force our voice into the scene. We’re free to discover the scene without fear of hijack.

We can walk up to center stage to face our partners, careful not to make any sudden moves, meet them eye to eye – chests turned out slightly to the audience – and in our round, enunciated theater voices negotiate the reality of the scene. “Well, if I am your lawyer then I need to know why you’re in the pokey in the firsty place.”

What happened to the Self Contained Emotional Statement? Where’d your patterns go? “But…uh…we’re doing two person scenes now.”

There are many approaches to two-person scenework. I prefer to do two-person improv as improv does best. Continue reading

2.2 – More “Two Person Scene” Practical

How do we build our two person scenes after the initiating sequences? Practice.

Let’s review the components of strong two person scene initiations:

1. From the moment you enter the stage, actively engage either your environment or your scene partner with an emotional perspective dialed up to 11.

That is all.

With that, or those, emotional perspective(s) established, we seek to build sustainable scenes through heightening the pattern of the games at play and establishing and heightening the pattern between the games at play.

Ready? Continue reading

3D.1 – Being Tertiary

Pop quiz, hotshot. When do you add on to a two person scene in progress?
A. When you have a funny idea
B. When the scene needs to be saved
C. When there are holes in the information on stage
D. When you want to get in on the fun
E. When you can heighten the game in play

Think about it. Now realize the question is flawed because its answers are not mutually exclusive.

Here is the proper pop quiz: When do you add on to a two person scene in progress?
A. To serve yourself
B. To serve the show

Hopefully now the answer is more obvious.

Entering a two person scene in progress, you are a tertiary player. The scene’s not about you and you shouldn’t make it about you. Continue reading

3D.2 – Subsequent Beats

Pop quiz, hotshot. What do you take as inspiration in initiating subsequent beats of a scene during a long-form show?
A. This makes me think of that
B. If this then what
C. If first beat is “a day in the life,” then second beat is “the day when X happens”
D. If a character was at work, show her at home. If a character was at home, show him at work.
E. If that makes him feel that emotion, this should make him feel this emotion.
F. If that makes her feel that emotion, more of that should make her feel more of that emotion.
G. A place/event/time was mentioned – let’s go there.
H. That same character dynamic would be funny mapped over these new characters
I. That same theme would be heightened through this context
J. The theme of this whole piece would be sharpened if I callback that scene with this focus

The answer, if you know your 3D.1, is, of course, serve the show. And we serve the scenes of our show, and the show of our scenes, by heightening the emotionally derived games at play. Continue reading